First. How do I conditionally disable buildings in a ruleset?for instance, forcing the player to pick between two different Wonders. Having one constructed disables the other for the player. Or something like that. I recall Oracle and Hanging Gardens being mutually exclusive under certain rules but I don't remember how.

And I am working with 2.5.10

Other question?Can I make the game post custom strings under specific circumstances? Like, triggering a certain effect has a notification printed to the messages log.

First. How do I conditionally disable buildings in a ruleset?for instance, forcing the player to pick between two different Wonders. Having one constructed disables the other for the player. Or something like that. I recall Oracle and Hanging Gardens being mutually exclusive under certain rules but I don't remember how.

And I am working with 2.5.10

Other question?Can I make the game post custom strings under specific circumstances? Like, triggering a certain effect has a notification printed to the messages log.

Thanks guys!

In 2.5, you can negate their building requirements and their effects both, but not technically obsolete them.

In 2.6, the obsolete_by becomes a table that works like effects.ruleset.

Corbeu, are you intending on transferring your ruleset to 2.6? I am building my personal on top of yours, because I like how you handled combat and upkeep. But I'm a huge fan of Culture gameplay, so I would love to see a version for the next gen.

Back on topic, thank you everyone for your help on this, I'm going to try it out right away. Also. Is there any discovery on the Printed strings or messages?

drakeraider wrote:Corbeu, are you intending on transferring your ruleset to 2.6? I am building my personal on top of yours, because I like how you handled combat and upkeep. But I'm a huge fan of Culture gameplay, so I would love to see a version for the next gen.